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Contributions

Title

Sole Programmer (total interdisciplinary team of 4)

Roles

  • Collaborated with designers to advise the game’s technical direction

  • Programmed the core gameplay loop of aiming and tilting

  • Set up Mecanim animators for the hero Boom-Boom and enemy Gol-Gols

  • Created and maintained sprint documentation related to the code assets

Time

98.625 hours over 7 weeks (from Prototype’s start to RTM’s end)

The Adventures of Boom-Boom mixes precision with an aim-and-tilt system made for Android tablets. While enemy robot Gol-Gols whittle away their cover, players must accurately steer Boom-Boom's steam-guided bombs to destroy all obstacles in the way of a young boy's steampunk story of retribution.

POSTMORTEM

What went well?

  • I challenged myself with coding mechanics unique to mobile, a platform I disliked until now.

  • I did not allow the programming tasks to succumb to feature creep, yet also negotiated more feasible alternative solutions for new ideas like camera bomb tracking.

  • I relied on my level designers’ abilities to script where necessary, delegating code assets to let me devote more time on harder programming problems.

What went wrong?

  • Lost time explaining my systems to the designers, because we coded scripts independently.

  • In trying to make sure everything completed on time, I mistakenly micromanaged the team.

  • While using a whiteboard in another room to learn on, my team felt I was out of their reach.

What have I learned?

  • The usefulness of delegating programming tasks to level designers.

  • I learned how to implement Unity’s new workflows for animation controllers..

  • I learned the intricacies of working with tilting on devices with accelerometers.

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